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Fix waving vertex shader
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It's everything commented out so it technically works, but this way it's ready for the time when it's enabled again.
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Pedro Gimeno authored and Gitea committed Feb 24, 2020
1 parent 22ecc2f commit 040c8d5
Showing 1 changed file with 7 additions and 7 deletions.
14 changes: 7 additions & 7 deletions resources/shaders/game.v.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -30,15 +30,15 @@ void main() {
// with values: 'NONE', 'LIQUID', 'LEAVES'
// vec3 finalPos = coord3d.xyz;
// if (blockType == 8) { // Water
// // finalPos.y += sin((u_time / 1000.0 + mod(finalPos.x, 16)) * 1.75) / 10.0;
// // finalPos.y += cos((u_time / 1000.0 + mod(finalPos.z, 16)) * 1.75) / 10.0;
// // finalPos.y -= 0.25;
// // finalPos.y -= 1.0 / 16.0;
// finalPos.y += sin(u_time / 1000.0) / 16.0 - 0.125;
// // finalPos.z += sin((u_time / 1000.0 + mod(finalPos.x, 16)) * 1.75) / 10.0;
// // finalPos.z += cos((u_time / 1000.0 + mod(finalPos.y, 16)) * 1.75) / 10.0;
// // finalPos.z -= 0.25;
// // finalPos.z -= 1.0 / 16.0;
// finalPos.z += sin(u_time / 1000.0) / 16.0 - 0.125;
// }
// else if (blockType == 4) { // Leaves
// finalPos.xz += sin((u_time / 1000.0 + finalPos.x) * 2) / 30.0;
// finalPos.xz += cos((u_time / 1000.0 + finalPos.z) * 2) / 30.0;
// finalPos.xy += sin((u_time / 1000.0 + finalPos.x) * 2) / 30.0;
// finalPos.xy += cos((u_time / 1000.0 + finalPos.y) * 2) / 30.0;
// }

// Used for lighting
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